Technical Papers
Physics and Mathematics for Light
Wednesday, 8 August 3:45 PM - 5:35 PM | Los Angeles Convention Center, Room 502AB
Session Chair: Xin Tong, Microsoft Research Asia
Conference 5–9 August 2012
Exhibition 7–9 August 2012
Los Angeles Convention Center
Wednesday, 8 August 3:45 PM - 5:35 PM | Los Angeles Convention Center, Room 502AB
Session Chair: Xin Tong, Microsoft Research Asia
A novel method for simulating wave effects using a new wave BSDF without any change to ray-based renderers. The method allows neighboring patches to interfere, and it supports near-field effects.
Tom Cuypers
Universiteit Hasselt
Se Baek Oh
Massachusetts Institute of Technology
Tom Haber
Universiteit Hasselt
Philippe Bekaert
Universiteit Hasselt
Ramesh Raskar
MIT Medialab
A fully spectral analytical skylight model that can be used as a drop-in replacement of the Preetham model and that corrects most of its known deficiencies.
Lukas Hosek
Charles University in Prague
Alexander Wilkie
Charles University in Prague
This paper presents the first comprehensive technique for simulating the interaction of light with physically based raindrops. The technique is based on ray tracing extended to account for dispersion, polarization, interference, and diffraction. The model matches Lorenz-Mie theory for spherical particles, but it also enables accurate simulation of nonspherical particles.
Iman Sadeghi
University of California, San Diego
Adolfo Munoz
Universidad de Zaragoza
Philip Laven
Horley, UK
Wojciech Jarosz
Disney Research, Zürich and University of California, San Diego
Francisco Seron
Universidad de Zaragoza
Diego Gutierrez
Universidad de Zaragoza
Henrik Wann Jensen
University of California, San Diego
This paper presents a novel sparse multi-linear model that allows accurate approximations of high-dimensional visual data. The model can also easily achieve real-time rendering rates on GPUs with compact storage space.
Yu-Ting Tsai
Yuan Ze University
Zen-Chung Shih
National Chiao Tung University
This sparse analytic representation for spherical functions, including those expressed in a spherical harmonic expansion, is amenable to fast and accurate rotation on the GPU. The paper investigates approaches for promoting sparsity in the basis representation and applying the basis to problems in real-time rendering.
Derek Nowrouzezahrai
Université de Montréal
Patricio Simari
University of Toronto
Eugene Fiume
University of Toronto